Siege Maps Will Need To Be Redone
GoD
Join Date: 2003-06-06 Member: 17064Members
<div class="IPBDescription">yeah i know</div> hello, i have noticed that in 2.1 it MAY be that you must see things in order for sieges to work.. i myself have made a siege type custom map and i enjoy a good siege game once in a while... i think it would be cool just to have that as a C-var instead of a game rule. thanks <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Comments
Oh how I miss NS.
What a wonderful first post. Slightly off topic maybe? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Getting back on topic, possibly making tiny slits in the siege room walls would allow the marines LoS while not allowing them to shoot
GoD, i have had this name with the capital D since about 1999 or 2000
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So how are we going to shoot at stuff made in vents w/o jp?
*Ahem*.
Its not their fault trigun's so cool <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
EDIT: What a crappy hundreth post <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
EDIT2: Back on topic, so only scans caused by the obs next to the siege will cause the siege to shoot?
musta been hard to program..., come on if they can do this they cudve made a flamethrower by now.
but before the la could poke his head out, hes bombarded by acid rocket and spores, then some lucky fades get to blink up there and kill it, yay lol
Where did you see this?
EDIT: are you referring to "O Fixed: Siege cannons no longer fire on "detected" targets, only on visible targets"? I don't think that means what you think it means, because from first-hand experience you can scan for the siege to go off. Not exactly sure what it's referring to though.
Ever seen another person with Predatory Kangaroo as their name? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I do agree about an argument over the name is pretty ridiculous.
Anyone have any more ideas how to get around this and still let siege maps be possible?
EDIT: are you referring to "O Fixed: Siege cannons no longer fire on "detected" targets, only on visible targets"? I don't think that means what you think it means, because from first-hand experience you can scan for the siege to go off. Not exactly sure what it's referring to though. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Perhaps in addition to scanning, you have to be looking at the object for sieges to fire at it. (ie. scanning reveals cloacked/non-cloaked objects without a marine's presence but siege still need comm/grunt to view targets) This may have fixed detection problems when trying to target chambers with grunts.
I think it fired on buildings detected by observatory(in 2.1o, the latest(?) build), and that was removed due to that being a cheap, fast, and generally way too easy solution.